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Tesi sul tema "Digital art and aesthetics"

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1

Chan, Ching-yan Janet. "On digital aesthetics scrutinizing aesthetic studies in the digital era /". Click to view the E-thesis via HKUTO, 2004. http://sunzi.lib.hku.hk/hkuto/record/B30681893.

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2

Chan, Ching-yan Janet, e 陳靜昕. "On digital aesthetics: scrutinizing aestheticstudies in the digital era". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B30681893.

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3

Ho, King Tong. "The poetics of making a new cross-cultural aesthetics of art making in digital art through the creative integration of Western digital ink jet printmaking technology with Chinese traditional art substrates : this exegesis is submitted to AUT University in partial fulfillment of the degree of Doctor of Philosophy". Click here to access this resource online, 2007. http://hdl.handle.net/10292/333.

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4

Valiquet, Patrick Joseph. "'The digital is everywhere' : negotiating the aesthetics of digital mediation in Montreal's electroacoustic and sound art scenes". Thesis, University of Oxford, 2014. http://ora.ox.ac.uk/objects/uuid:356cdab4-c690-4eb8-9558-3ae80e51d2df.

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In this thesis I argue that the relationship between the increasing ubiquity of digital audio technologies and the transformation of aesthetic hierarchies in electroacoustic and sound art traditions is not deterministic, but negotiated by producers and policy-makers in specific historical and cultural contexts. Interviews, observations, and historical data were gathered during sixteen months of ethnographic fieldwork in the Canadian city of Montreal between 2011 and 2012. Research was conducted and analysed in collaboration with a transnational group of researchers on a programme of comparative research that tracked global changes to music and musical practice associated with digital technologies. The introduction presents Montreal as a rich ecology in which to track struggles for aesthetic authority, detailing its history as a key site of electroacoustic and sound art production, and its local positioning as a politically strategic 'hub' for the Canadian culture industry. Core chapters examine the specific role of digital mediation in the negotiation of electroacoustic and sound art aesthetics from multiple interlocking perspectives: the recursive relationship between technological affordances and theories of mediation; the mobilisation of digital technologies in the delineation of cultural, professional and generational territories; the political contestation of digital literacies and pedagogies; the articulation of the digital's opposition with analogue in the construction of instruments and recording formats; and the effects of the digital on the dynamics of genre and genre hierarchies. The concluding chapter offers a critique of the notion that digital mediation has shifted the balance between the normative and the generative dimensions of genrefication in the scenes in question, and closes by suggesting how a better understanding of this shift at an empirical level can inform an ongoing rethinking of the interaction between technology and aesthetics among scholars, policy makers, and musicians.
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5

Ednie-Brown, Pia Hope, e pia@rmit edu au. "The aesthetics of emergence". RMIT University. Architecture and Design, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080804.161628.

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Principles of design composition are commonly understood to pertain to geometrical systems for arranging parts in assembling a formal whole. Connection to socio-cultural 'meaning' and relevance arguably occurs primarily via the assumed divinity or universality of these systems. In the contemporary architectural world, where explicitly held beliefs in fundamental, geometrically defined principles or values have dissipated, guiding principles of composition appear to be obsolete. This seems particularly true in relation to work that highlights process - or change, responsiveness, interactivity and adaptability - since this implies that the composition remains in flux and unable to be grounded in the composition of form. While processually inflected architecture (referred to here as 'processual architecture'), has been an active field since at least the 1960s, it has been significantly developed since design experiments involving digital computation intensified in t he 1990s. For this field of work, both highly celebrated and criticised as superficial or unethical, any connection to 'meaning' or value that might be offered by principles of composition would appear especially lost. This thesis reviews, counterpoises and reorients these assumptions, arguing a case for the value of processual architectural that has not been previously articulated. After the last 10 to 15 years of digital experimentation, it is clear that digital technology in itself is not the primary issue, but simply part of a complex equation. The thesis articulates this 'equation' through the model of emergence, which has been used in the field with increasing prominence in recent years. Through both practice-based research and theoretical development, a processually inflected theory of composition is proposed. This offers pathways through which the potential of processual architecture might be productively developed, aiming to open this field of work into a deeper engagement with pressing contemporary socio-political issues. The thesis demonstrates how the cultivation of particular modes of attention and engagement, found to hold an implicit but nevertheless amplified significance within processual architecture, make it possible to develop an embodied awareness pertaining to an 'ethico-aesthetic know-how'. This know-how is acquired and matured through attention to the affective dimensions that arise through design activity. The thesis highlight aspects of design process and products that are routinely suppressed in architectural discourse, generating new insights into the importance of affect for design process, design products and the relations between them. The ethical dimensions of such an approach become especially poignant through the explicit connection made between design activity and the practices of everyday life. Relationships between architecture and the social become re-energised, in a radically alternative manner to the social agendas of modernism or the more literary critiques of post-modernism. Through detailed discussions of the specific, local conditions with a series of design projects I have undertaken, I argue how and why close attention to the affective dimensions of design process offers new and productive ways to approach research through design practice. This offers a response to the calls for new 'post-critical' forms of research through empowering both sides of a previously held divide: theory and practice.
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6

Sniadecki, John Paul. "Digital Jianghu: Independent Documentary in a Beijing Art Village". Thesis, Harvard University, 2013. http://dissertations.umi.com/gsas.harvard:10971.

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My ethnography explores the independent documentary film community in Songzhuang, an artist village in Beijing's Tongzhou District. Through participant-observation, interviews, participation in festivals, and my own filmmaking practice, I describe filmmakers and festival organizers as cultural producers endeavoring to work outside the confines of both the government and the mainstream cinema industry. To offer an analysis of the social, political, economic, and ethical conditions of this independent film community, my study also focuses on concrete practices of filmmakers and film supporters; privately-owned centers and social networks that enable the production, exhibition, and distribution of films; and the relationship between this community and government regulation. I argue that the independent documentary community constitutes a jianghu (literally, “rivers and lakes”), which, drawing from Chinese literature, I delimit as a social world of marginality and resistance against the status quo. Further, jianghu refers not only to independent filmmakers, but also to millions of “migrants” within the Chinese population who, even as they provide labor that fuels development, nonetheless subsist on the margins. This study also considers the efforts of filmmakers and scholars to elucidate a Chinese visual aesthetic, which has been called xianchang (“on the spot”) and, most recently, jingguan dianying (“quiet observational cinema”). These indigenous framings counter eurocentric notions of documentary and prevail among the majority of independent directors as an aesthetic wellsuited to represent the “cruelty of the social,” a term I introduce to describe social suffering born not only of China’s modern history of pain but also its contemporary turbulent era. I draw together the issues of distribution, social impact, and economic stability for independent documentary, as well as document the role of the state in quelling, censoring, and co-opting independent film. I conclude by exploring xianchang and my own filmmaking practice as advancing a form of knowledge that, owing to its experiential quality and its refusal to simplify and reduce phenomena into cultural data, is well-suited to represent the inherent complexity of Chinese society. Finally, a coda documents recent government oppression and festival cancellations to argue that the current moment is one of grave uncertainty for Chinese independent film.
Anthropology
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7

Kenning, Gail Joy Art College of Fine Arts UNSW. "Pattern as process: an aesthetic exploration of the digital possibilities for conventional, physical lace patterns". Awarded by:University of New South Wales, 2007. http://handle.unsw.edu.au/1959.4/39898.

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Pattern is a familiar concept ever present in our daily lives, existing in many material forms, observable in varied states, and able to be created from a diverse range of processes and events. Natural pattern forms, such as biological and chemical patterns, have been extensively studied, often within the digital environment because of its capacity to process large amounts of data which aids investigation of not only their characteristics but their potentiality. However, human designed physical patterns, while having been investigated extensively in terms of their historical, geographic and cultural significance and their aesthetic and/or mathematical characteristics, have not been fully investigated in terms of their evolutionary potential. This project explores one example of human designed physical patterns, crochet lace patterns ??? which have remained largely stable and consistent throughout various technological transformations such as the industrial revolution ??? in order to explore pattern as a process and investigate the potential for these patterns to become emergent. This exploration translated the patterns into the digital environment where, as data, the patterns become available for manipulation using a generative art practice approach. By translating the patterns into a digital environment and engaging with the pattern forms at their systematic core, where crochet pattern instructions and software programming scripts operate similarly as ???code???, this research provided a deeper understanding of the patterns and allowed exploration of whether a pattern???s developmental path can be altered to create new emergent patterns. This research draws on systems theory and systems aesthetics and their application within contemporary generative art practice and informs visual arts in several areas including showing how aesthetic values shift as work becomes cross-disciplinary and enters the digital environment, and how the introduction and location of innovation affects the relationship between the original and its copy.
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8

Gazana, Cleber [UNESP]. "Glitch Art: uso do erro digital como procedimento artístico e possibilidade estética". Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/136255.

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Submitted by CLEBER GAZANA (clebergazana@gmail.com) on 2016-03-13T16:11:00Z No. of bitstreams: 1 cleber_gazana_dis_me_unesp_glitch_art.pdf: 22450806 bytes, checksum: 1ff9ea658df80665b9bdecf854bb12e5 (MD5)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Esta pesquisa tem como objetivo constatar a possibilidade e potencialidade estética por meio do uso do erro digital e de usos não projetados dos dispositivos técnicos e softwares na Glitch Art. Por ser um tema quase inédito, foi importante explicar o significado dos termos tilt, bug, failure, fault, error e mistake em relação ao campo técnico e artístico da Glitch Art, à sua prática e a nossa experiência, assim como a definição do termo glitch e de seu uso como designação deste recente gênero artístico. Seguiu-se para a investigação de suas bases fundamentais, classificações, características visuais, procedimentos artísticos, relação com o passado da arte, seus artistas visuais mais expressivos e sua aplicação para além da arte digital. Para tanto, este trabalho apoiou-se, principalmente, nos pensamentos de Moradi, Manon, Temkin e Menkman nos aspectos exclusivos da Glitch Art. Por fim, de modo teórico-prático, resultou a criação da obra Decode, de minha autoria, onde se dialogou e se experienciou as teorias e os procedimentos aqui discutidos.
This research aims to verify the possibility and aesthetic potential through the use of digital error and not designed uses of technical devices and software in Glitch Art. For being an almost unheard subject, it was important to explain the meaning of tilt, bug, failure, fault, error and mistake terms in relation to the technical and artistic field of Glitch Art, its practice and our experience as well the definition of glitch term and its use as designation of this recent artistic genre. We proceed to the investigation of its fundamental basis, classifications, visual characteristics, artistic procedures, relationship with the past of art, its more expressive visual artists and its application beyond the digital art. Therefore, this research grounds on mainly thoughts of Moradi, Manon, Temkin, and Menkman in exclusive aspects of Glitch Art. Finally, with theoretical and practical way has resulted in the creation of my own work Decode, where was connected and experienced the theories and procedures discussed herein.
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9

Fontaine, Chantale. "Channeling Aesthetics in the Digital Realm: Designing Virtual Homes for the Artists of Folkvine.org". Honors in the Major Thesis, University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/708.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
B.A.
Bachelors
Arts and Sciences
Art
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10

Woodger, Jeff Robert University of Ballarat. "An inquiry into Suiboku and Kano School influences on Rococo and Romantic landscape painting through Claude Lorraine (1600-1682) and Salvator Rosa (1615-1673)". University of Ballarat, 2006. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/12791.

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"This research project examines the impact and influence of Chinese and Japanese ink landscape painting on the genre of Grand Manner Classical and Romantic landscape painting in Europe, from its beginnings as an independent genre in the 17th century. Specifically, the grand theme of woods and rivers will be investigated and its stylistic and philosophical relationship to Chinese and Japanese aesthetics demonstrated. The work examines how Far Eastern landscape painting conventions and techniques can be effectively acquired, and practically applied to painting in the manner of Classical and Romantic landscapes. [...]The aim of the investigation is to contribute to our deeper understanding of the genesis of this important style of artistic representation, and give fuller credit to the initiators of the technique and to those who realised its potential in the field of Western art."
Doctor of Philosophy
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11

Woodger, Jeff Robert. "An inquiry into Suiboku and Kano School influences on Rococo and Romantic landscape painting through Claude Lorraine (1600-1682) and Salvator Rosa (1615-1673)". University of Ballarat, 2006. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/15614.

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Abstract (sommario):
"This research project examines the impact and influence of Chinese and Japanese ink landscape painting on the genre of Grand Manner Classical and Romantic landscape painting in Europe, from its beginnings as an independent genre in the 17th century. Specifically, the grand theme of woods and rivers will be investigated and its stylistic and philosophical relationship to Chinese and Japanese aesthetics demonstrated. The work examines how Far Eastern landscape painting conventions and techniques can be effectively acquired, and practically applied to painting in the manner of Classical and Romantic landscapes. [...]The aim of the investigation is to contribute to our deeper understanding of the genesis of this important style of artistic representation, and give fuller credit to the initiators of the technique and to those who realised its potential in the field of Western art."
Doctor of Philosophy
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12

Huang, Yi-hui. "An Interpretivist Study of Knowledge Provided by Seamless Digital-Synthesized Photographs". The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1214941623.

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13

Henno, Juliana Harrison. "As correlações entre os sistemas generativos e a fabricação digital no contexto das artes visuais". Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/27/27159/tde-21032017-104202/.

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A presente pesquisa pretende examinar a imagem digital decorrente da aproximação das artes visuais com as tecnologias CAD/CAM e os sistemas biológicos de criação. Essa imagem de base computacional e de característica emergente encontra na fabricação digital a oportunidade de se materializar tendo em vista a compatibilidade tanto no sentido da concretização da complexidade da forma quanto da possibilidade de sua singularização seriada. Mais especificamente, pretende-se abordar como os processos e as técnicas de produção digital, ao viabilizarem a geração e materialização da imagem complexa, têm interferido no modus operandi do artista visual, ampliando as formas de operar e representar no campo das Artes ao servirem como instrumento para o desenvolvimento e a representação de novas poéticas. Por meio da referência teórica, da leitura de obras e dos trabalhos práticos experimentais, pretende-se explorar de que forma o artista se apropria dos meios de produção digitais e dos processos generativos de criação, explorando-os como uma linguagem inovadora, que por sua vez amplia e potencializa, a níveis antes insuspeitáveis, as formas de expressão e execução de sua obra. Intenta-se avaliar de que maneira o processo de caráter numérico pode interferir no processo criativo e poético do artista visual de modo a promover novas possibilidades expressivas e, dessa forma, explorar potenciais até então pouco usuais no campo das artes. A tese usa como principais fundamentações teóricas para lançar as bases para o entendimento da relação cada vez mais estreita entre arte e tecnologia as discussões de Taylor (2014), Machado (1997b), Couchot (2003), Lévy (1996), Laurentiz (1991), Moles (1990) e Plaza & Tavares (1998), que investigam a introdução do numérico no campo artístico. Já as discussões de Manovich (2010), Galanter (2010), Couchot (2010), Johnson (2001), Whitelaw (2006) e McCormack (2014) abordam teorias a respeito da complexidade da imagem e esclarecem processos e modelos de sistemas naturais passíveis de emergência. Para apresentar a tecnologia de fabricação digital e seu potencial criativo, a tese se apoia nos autores Kolarevic (2001), Mitchel & McCullough (1995), McCullough (1996), Todd & Latham (1992) e Ganis (2004). Reflexões a respeito da convergência entre os conceitos de emergência e de fabricação baseiam-se nas discussões de Labaco (2013), Whitelaw (2006; 2015) e Moura (2013).
This research aims at examining the digital image that originates from the proximity of the visual arts with CAD/CAM technologies and the biological systems of creation. Such computer-based image, that is emergent, can be materialized in the digital fabrication owing to the compatibility both in the sense of making the complexity of the form concrete and of enabling its serial singling. More specifically, we intend to approach how the digital manufacturing processes and techniques have interfered with the visual artist´s modus operandi as they enable the generation and the materialization of the complex image, thus enlarging the ways to operate and represent in the arts field because they work as instruments to develop and represent new poetics. By means of theoretical reference, work reading and experimental practical works, we intend to explore how the artist takes over the means of digital production and the generative processes of creating and he/she explores them as an innovative language, which, in turn, amplifies and potentiates the forms of expression and accomplishment of his/her work to levels unimaginable before. We intend to evaluate how the numerical character process can interfere with the visual artist´s creative and poetic process to promote new expressive possibilities, thus exploring the potential which has been unusual in the arts field so far. The main theoretical support to launch the bases to understand the ever closer relation of art to technology was derived from the discussions by Taylor (2014), Machado (1997b), Couchot (2003), Lévy (1996), Laurentiz (1991), Moles (1990) and Plaza & Tavares (1998). Those researchers investigate the introduction of the numerical in the artistic field. The discussions by Manovich (2010), Galanter (2010), Couchot (2010), Johnson (2001), Whitelaw (2006) and McCormack (2014) bring information of theories related to the complexity of the image, since in those discussions the processes and models of natural systems that are liable to emergence are elucidated. To present the digital manufacturing technology and its creative potential, the theoretical support was derived from Kolarevic (2001), Mitchel & McCullough (1995), McCullough (1996), Todd & Latham (1992) and Ganis (2004). The concepts about the convergence of the concepts of emergence and manufacturing reflect the discussions by Labaco (2013), Whitelaw (2006; 2015) and Moura (2013).
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14

Contreras-Koterbay, Scott, e Łukasz Mirocha. "The New Aesthetic and Art: Constellations of the Postdigital". Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu_books/112.

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The case for the new aesthetic -- Manifestations of the new aesthetic -- Glitch ontology and the new aesthetic -- Setting the stage : the new precursorsand boundaries for a new aesthetic art -- Letting go : new aesthetic artists and the new aesthetic art that works -- Teleology and the new aesthetic -- Conclusion -- References -- Biographies. "The new aesthetic and art: constellations of the postdigital is an interdisciplinary analysis focusing on new digital phenomena at the intersections of theory andcontemporary art. Asserting the unique character of New Aesthetic objects, Contreras-Koterbay and Mirocha trace the origins of the New Aesthetic in visual arts, design, and software, find its presence resonating in various kinds of digital imagery, and track its agency in everyday effects of the intertwined physical world and the digital realm. Contreras-Koterbay and Mirocha bring to light an original perspective that identifies an autonomous quality in common digital objects and examples ofart that are increasingly an important influence for today's culture and society."
https://dc.etsu.edu/etsu_books/1118/thumbnail.jpg
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15

Jackson, Rebecca. "The Glitch Aesthetic". Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/communication_theses/80.

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The miscommunication between sender and receiver during transcoding indexes specific historical moments similarly to analog film's indexical trace. Iconography and glitch art begin to establish glitch's deictic index. The glitch aesthetic exposes societal paranoia by illustrating dependence on the digital and fear of system failure. With the advent of video sharing sites like Youtube and popular cyberfilms, the glitch aesthetic has evolved into a pop culture artifact.
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16

Turner, Rhys Stephen. "Etherscapes: Massless, Elastic, Technology and Control". University of Sydney, 2005. http://hdl.handle.net/2123/1100.

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Master of Visual Arts
This thesis is an exploration into the ether of the digital aesthetic. It attempts to capture a segment of the continually morphing space then deconstruct and analyse it through electronic and new media art. Herein you will find a questioning of technology and control within electronic and new media art as an investigation into better understanding the current media image and visual culture that so powerfully influences the modern social construct. By nature this argument has existed for some years but only now with advancements in technology and more affordable realisation of ideas by media artists, the topic of the digital aesethetic, technology and control has become relevant for popular debate. As war lingers in our minds, terrorism hits headlines, and experiements in cloning human DNA take place, the technology that society demands can only necessarily be seen as a major contributing factor to today's strange times. However, strange or not, the questions I wish to discuss; Does technology determine contemporary society or do we determine technology? Where does the control exist?
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17

Milos, Emil University of Ballarat. "Letters to Francisco : negative imagery in art and the depiction of microstructural elements of the human body". University of Ballarat, 2006. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/12772.

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"The thesis itself, involves some psychological and philosophical aspects and thoughts about fear as the main mover in the so called negative aesthetic. This specific method of self-expression, its possible triggers and the reasons that may initiate art creation on the basis of pessimistic and ugly imagery have not been discussed to a great degree in the past. Generally, the content of this writing is focused on the fictious correspondence between two engravers and printmakers. These invented letters serve as an exposé for practical findings and thoughts about the author's works executed during the period 2005-2006."
Master of Arts
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18

Milos, Emil. "Letters to Francisco : negative imagery in art and the depiction of microstructural elements of the human body". University of Ballarat, 2006. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/14608.

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Abstract (sommario):
"The thesis itself, involves some psychological and philosophical aspects and thoughts about fear as the main mover in the so called negative aesthetic. This specific method of self-expression, its possible triggers and the reasons that may initiate art creation on the basis of pessimistic and ugly imagery have not been discussed to a great degree in the past. Generally, the content of this writing is focused on the fictious correspondence between two engravers and printmakers. These invented letters serve as an exposé for practical findings and thoughts about the author's works executed during the period 2005-2006."
Master of Arts
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19

Gampe, Johanna. "De l'esthétique numérique : changements nés de la révolution numérique, vus à travers les études des médias, l'art sonore et la philosophie". Thesis, Paris 1, 2014. http://www.theses.fr/2014PA010549.

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Cette thèse explore les nombreux changements nés de la Révolution Numérique à travers l'esthétique. Elle aborde les questions essentielles en trois étapes: le discours, la création et la réception. La première partie rassemble les courants et les mots-clefs qui reflètent le discours principal dans son actualité et son historique. Une étude comparative analyse les approches esthétiques typiques. Que l'on étudie les nouveaux médias, l'art visuel, l'art numérique, le « computer art », l'art de l'information ou l'art du code: on cherche tous à définir les nouvelles qualités spécifiques du médium numérique. La deuxième partie se concentre sur les arts sonores et les drames audio en particulier, mais aborde également la musique assistée par ordinateur. L'attention portée au genre du Hörspiel permet de démontrer comment espace et temps évoluent dans le détail. La mise en place d'une hypothèse de travail portant sur les Sonarios - installations sonores spatiales à interactivité scénique - permet de comparer directement 1'« ancien» genre du Hörspiel au « nouveau» genre des Sonarios, en se fondant sur trois études de cas et un état des lieux de l'art. En outre, elle propose un modèle d'interactivité quantitatif et qualitatif. La troisième partie présente les courants prédominants en philosophie. Elle construit un modèle herméneutique à l'aide de l'ontologie, en commençant par la virtualisation et l'actualisation. Abordant philosophiquement des catégories esthétiques, elle affine ce modèle en y incorporant les découvertes de la deuxième partie. Un modèle graphique de signes algorithmiques, développé en sémiotique et en phénoménologie, est alors intégré au domaine de l'esthétique
This dissertation explores the numerous changes arising from the Digital Revolution through aesthetics. It takes on the essential issues in three steps, tackling discourse, creation and reception. The first part assembles trends and keywords that reflect the main discourse, covering both the present and the past. A comparative study analyzes typical aesthetic approaches: whether considering new media art, virtual art, digital art, computer art, information art or code art, it becomes apparent that almost ail approaches seek the specific new qualities of the digital medium. The second part concentrates on sound arts and on audio dramas in particular, but also tackles computer music. The focus on the genre Hörspiel allows demonstration of how space and time change in detail. The setting up of a working hypothesis of Sonarios, defining interactive scenic spatial sound installations, allows the direct comparison of the 'old' genre Hörspiel and the 'new' genre Sonario on the basis of three case studies and a consideration of the state of the art. It, moreover, suggests a qualitative and quantitative model of interactivity. The third part introduces the prominent research sectors of philosophy. Step by step, it constructs a hermeneutic model with the aid of ontology, starting with the processes of virtualization and actualization. Selected philosophical approaches on important aesthetic categories are presented in order to refine and discuss the model, together with an analysis of findings from the second part. A graphical model of algorithmic signs, developed in the context of semiotics and phenomenology, allows the analysis to be embedded in the context of aesthetics
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Charlton, James. "Catch | Bounce : towards a relational ontology of the digital in art practice". Thesis, University of Plymouth, 2017. http://hdl.handle.net/10026.1/10377.

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How might ‘the digital’ be conceived of in an ‘expanded field’ of art practice, where ontology is flattened such that it is not defined by a particular media? This text, together with an installation of art work at the Exhibition Research Lab, Liverpool John Moores University (13-24 March), constitutes the thesis submission as a whole, such that in the practice of ‘reading’ the thesis, each element remains differentiated from the other and makes no attempt to ‘represent’ the other. In negating representation, such practices present a ‘radical’ rethinking of the digital as a differentiated in-itself, one that is not defined solely by entrenched computational narratives derived from set theory. Rather, following Nelson Goodman’s nominalistic rejection of class constructs, ‘the digital’ is thus understood in onto-epistemic terms as being syntactically and semantically differentiated (Languages of Art 161). In the context of New Zealand Post-object Art practices of the late 1960s, as read through Jack Burnham’s systems thinking, such a digitally differentiated ontology is conceived of in terms of the how of practice, rather than what of objects (“Systems Aesthetics”). After Heidegger, such a practice is seen as an event of becoming realised by the method of formal indication, such that what is concealed is brought forth as a thing-in-itself (The Event; Phenomenological Interpretations 26). As articulated through the researcher’s own sculptural practice – itself indebted to Post-object Art – indication is developed as an intersubjective method applicable to both artists and audience. However, the constraints imposed on the thing-in-itself by the Husserlian phenomenological tradition are also taken as imposing correlational limitations on the ‘digital’, such that it is inherently an in-itself for-us and thus not differentiated in-itself. To resolve such Kantian dialectics, the thesis draws on metaphysical arguments put forward by contemporary speculative ontologies – in particular the work of Quentin Meillassoux and Tristan Garcia (After Finitude; Form and Object). Where these contemporary continental philosophies provide a means of releasing events from the contingency of human ‘reason’, the thesis argues for a practice of ‘un-reason’ in which indication is recognized as being contingent on speculation. Practice, it is argued, was never reason’s alone to determine. Instead, through the ‘radical’ method of speculative indication, practice is asserted as the event through which the differentiated digital is revealed as a thing-in-itself of itself and not for us.
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21

Fernandes, José Carlos Silvestre. "A estética do erro digital". Pontifícia Universidade Católica de São Paulo, 2010. https://tede2.pucsp.br/handle/handle/18260.

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This dissertation proposes an outline of an aesthetics of the error in Digital Art. We start with a survey of works in Digital Art that explore the theme of the error, and advance a rigorous definition of what we call error, to introduce our main hypothesis: that the error is a revealing of the Materiality of Informatics. We investigate the particularities of this materiality and this revealing, fundamented in authors such as Hayles, Kittler, Simondon and Fuller. Next, we consider the cultural reverberations of the error state from this revealing of materiality: its subversive connotations, its association with hacker culture, and its sub-text of nostalgia. Our main sources for this second part are Kittler, Stiegler and Pias. Throughout our theoretical discussion, we analyse the works of many artists to demonstrate how each of these themes and concerns are explored therein; we give particular attention to the works of Ant Scott, JODI, and Cory Arcangel. We adopt, however, an anti-hermeneutic approach to most works, molded after the practice of Friedrich Kittler: an emphasis in the technical and social systems implicated rather than in interpretation and a search for meaning contained in the works themselves. We hope to finally present a theoretical framework which may support the analysis and exploration of the aesthetics of error, a fairly unprecedented topic. Moreover, much of our discussion is of interest in fields beyond Digital Art
Esta dissertação propõe-se a esboçar os princípios de uma estética do Erro na Arte Digital. Principiamos com um levantamento de obras de Arte Digital que exploram o tema do erro, bem como com uma definição rigorosa de o que entenderemos por erro, para partir para nossa principal hipótese: de que o erro é um revelar da Materialidade da Informática. Investigamos as particularidades desta materialidade e deste revelar, fundamentados em autores como Hayles, Kittler, Simondon e Fuller. Em seguida, consideramos as reverberações culturais do estado de erro a partir desta revelação da materialidade: sua conotação de subversão, sua associação com a cultura hacker, e seu sub-texto de nostalgia. Nossas principais fontes, para esta segunda parte, são Kittler, Stiegler e Pias. No decorrer da explanação teórica, analisamos as obras de vários artistas para demonstrar como cada um destes temas e destas preocupações ocorre em suas obras no que toca o tema do erro; damos particular atenção para os trabalhos de Ant Scott, JODI, e Cory Arcangel. Adotamos, todavia, uma leitura anti-hermenêutica da maioria das obras, aos moldes daquela praticada por Friedrich Kittler: uma ênfase nos sistemas técnicos e sociais implicados, e não na interpretação e na busca por significados contidos nas próprias obras. Ao fim, acreditamos ter apresentado um framework teórico a partir do qual a estética do erro, um tema relativamente inédito, pode ser pensada e analisada. Além disso, muitos dos temas porque passamos tem interesse para além da Arte Digital
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22

Agyeman, Cynthia A. "Artists' Perception of the Use of Digital Media in Painting". Ohio University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1443101832.

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23

Soler-Adillon, Joan 1978. "Emergence as self-organization and as generation of novelty: a framework for understanding emergence in the context of interactive art". Doctoral thesis, Universitat Pompeu Fabra, 2015. http://hdl.handle.net/10803/314388.

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The subject of study of this investigation is the concept of emergence and its viability as a driving force for the creation of interactive artwork. Emergence appears in the literature as related to self-organization and novelty. For many authors it is the result of multiple local interactions among agents within a system, which generate phenomena that could not be understood, nor anticipated, through the analysis of the elements and their behaviors in isolation. For others, emergent phenomena are related to fundamental novelty and, thus, to creativity. These two formulations of emergence are reviewed in this thesis in the context of interactive art and communication. The focus of the study is on the interactive works of the artistic field known as Artificial Life Art. After reviewing the foundational concepts and proposing an approach to both emergence and interactivity, an analytical framework is presented in order to assess the presence of emergence in interactive systems, which in turn shall serve as a first step to designing systems that aim at generating interactive emergent behaviors.
L’objecte d’estudi d’aquesta tesi és el concepte d’emergència i la seva viabilitat com a força creativa d’obres d’art interactiu. Emergència apareix a la literatura com a concepte relacionat tant amb el concepte d’auto-organització com amb el de novetat. Per a molts autors és el resultat d’una gran multiplicitat d’interaccions locals entre els agents d’un sistema, que generen fenòmens que no podrien entendre’s ni anticipar-se mitjançant l’anàlisi d’aquets agents i dels seus comportaments de manera aïllada. Per altres, els fenòmens emergents estan relacionats amb la idea de novetat fonamental i, per tant, de creativitat. La tesi revisa ambdues formulacions del concepte d’emergència en el context de l’art interactiu i la comunicació. El focus central de l’estudi són les obres d’art interactiu de la disciplina coneguda com Artificial Life Art (art i vida artificial). Després de revisar-ne els conceptes fonamentals i proposar una formulació tant d’emergència com d’interactivitat, es presenta un model d’anàlisi que permet donar compte de la presència de fenòmens emergents dins en els sistemes interactius, i que alhora és un primer pas cap al disseny de sistemes que tenen la intenció de generar comportaments interactius emergents.
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24

Grundell, Vendela. "Flow and Friction : On the Tactical Potential of Interfacing with Glitch Art". Doctoral thesis, Stockholms universitet, Institutionen för kultur och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-129130.

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This thesis aims to analyze how interfacing affects viewer experiences and viewer positions, and how glitch art online makes that effect visible. Glitch art is concerned with disruptions in the systems that govern how for instance photography is produced, circulated and displayed in a digital image flow. The system’s usually undisrupted operation emerges through the friction created between the key components of the study: the viewer, the photo-based mediation, and the inter­face where the two meet. These components are encircled by the relation between individual and system, whose increased integration with one another requires a sharper eye: a tactical spectatorship in response to how the interface of the image flow can turn the individual into a part of the system. The unfolding of such a spectatorship is in­vestigated through three questions: What can a viewer see and do by interfacing with the web­site, and with what means? How is the photo-based material on the web­site produced, dis­played and concept­ualized? How does the website and its photo-based material – glitched and not glitched – position the viewer haptically and epistemologically? With a cross disciplinary approach, three media phenomenological case studies present glitch artworks­ in an online environment. The case study on Phillip Stearns’s project Year of the Glitch concerns the web­site’s index and archive pages as well as still images with a focus on camera reconstruction, verbal con­cept­ualization, and image materiality. The case study on Rosa Menkman’s website Sunshine in My Throat includes index and artwork pages, two art­works with still and moving images as well as a thema­ti­za­tion of the entire online environ­ment being glitched. The case study on Evan Meaney’s project Ceibas Cycle focuses on the index page and an interface-based artwork, two video works as well as a portfolio of photo­graphs that are not glitched. The timeliness of the case study materials – created between 2004 and 2012 – is anchored in systems aesthetics, in which technical problems are explored as a cultural critique since the 1960s. The quali­tative analysis both emphasizes and problem­atizes experience, as a complement to quantitative studies about images in relation to a digital flow. The study analyzes how glitch art shapes experiences both by follow­ing the interface and by disrupting it. The effect of the underlying system thus appears in a material that has not yet been given an in-depth art historical analysis with a particular focus on the individual viewer. With such a focus, glitch is conceptualized as systemic friction in this study, which clarifies how the artworks online produce knowledge about the interface by providing the individual with a possibility of creating tactical breaks into the image flow. The results of the study consist of the ways of seeing that develop such a possibility – and they gain relevance as they make visible how the flow usually operates in invisible ways. These results point out that the experience of the artworks – and by ex­ten­sion, other experiences of images online – can alert viewers to their own activity within the image flow. If the system sets boundaries for experiences of and through the interface, a tactical spectatorship becomes possible when a glitch gives the individual an opportunity to try different positions towards these boundaries.
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25

Pissini, Jessica M. "Embodied by Design: The Presence of Creativity, Art-making, and Self in Virtual Reality". The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1594831377515567.

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26

Suret-Canale, Alice. "D’un fragment à l’autre : images empreintes de temps réel : exploration des nouvelles découpes de la vue et du temps dans le film d’animation et l’image numérique animée". Thesis, Paris 8, 2018. http://www.theses.fr/2018PA080018/document.

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La vision multiple et la perception simultanée d’images et d’informations sont au cœur de notre vie quotidienne ; l’omniprésence des écrans et des fenêtres, de l’espace urbain à Internet, produit une vision sur-cadrée et fragmentée du monde qui transforme notre rapport à l’image. La révolution artistique des 19ème et 20ème siècles accompagna le développement des techniques de production de l'image photographique et cinématographique manifestant une certaine préoccupation pour la décomposition du mouvement et l’échantillonnage du temps. La naissance des technologies numériques, dont le développement est intimement lié à celui des réseaux de télécommunication et notamment d’Internet, a renouvelé cette tendance en faisant de la mobilité, de la téléprésence, de l’ubiquité et de la vision simultanée les caractéristiques fondamentales de la pensée visuelle de notre époque.Les systèmes figuratifs de l’image numérique, qui héritent des techniques d’enregistrements optiques tout en y adjoignant celles de la simulation par ordinateur, inaugurent-ils une attitude différente vis-à-vis du réel ? Leur parenté avec Internet et avec les systèmes temps réels les investit-t-elle d’un autre mode d’expression temporel, qui viendrait se substituer à l’histoire de la peinture classique et tendrait à renouveler la présence performative et le direct de l’art vidéo ? C’est à travers le concept du fragment, considéré comme outil au service de l’expérimentation artistique, que cette thèse de recherche-création examine la manière dont l’image numérique animée reprend et transforme les codes de la pratique figurative en peinture et en cinéma pour organiser une nouvelle découpe de la vue et du temps
Multiple vision and simultaneous perception of images and information are at the heart of our daily lives; The omnipresence of screens and windows, from urban space to the Internet, produces an over-framed and fragmented vision of the world that transforms our relationship to the image. The artistic revolution of the 19th and 20th centuries accompanied the development of photographic and cinematographic image production techniques, expressing a certain concern for movement decomposition and time sampling. The birth of digital technologies, whose development is intimately linked to that of telecommunication networks and especially the Internet, has renewed this trend by making mobility, telepresence, ubiquity and simultaneous vision the fundamental characteristics of the visual thinking of our time.Do the figurative systems of digital image, which inherit the techniques of optical recordings while adding those of computer simulation, inaugurate a different attitude towards reality? Does their kinship with the Internet and real time systems invest them in another mode of temporal expression, which would replace the history of classical painting and would tend to renew the performative and direct presence of video art? It is through the concept of fragment, considered as a tool in the service of artistic experimentation, that this research-creation thesis examines the way in which the animated digital image takes over and transforms the codes of figurative practice into painting and film to organize a new cut of sight and time
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Guez, Judith. "Illusions entre le réel et le virtuel (IRV) comme nouvelles formes artistiques : présence et émerveillement". Thesis, Paris 8, 2015. http://www.theses.fr/2015PA080109/document.

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Les illusions surprennent, amusent et émerveillent. Si parmi les intentions esthétiques du créateur, se trouve l’objectif de provoquer chez le spectateur des interrogations face à sa perception de la réalité quotidienne, alors les illusions peuvent devenir un atout essentiel dans la création artistique.Par ailleurs, le domaine de la réalité virtuelle et mixte, avec ses technologies numériques d’immersion et d’interaction, offre de nouvelles possibilités pour « transporter » le spectateur dans des mondes inhabituels, imaginés par les artistes.Ainsi, à partir de mon double intérêt pour les illusions et la réalité virtuelle et mixte, j’ai été amenée à développer une recherche-création sur les nouvelles formes artistiques d’illusion. Inspirée de la méthodologie complexe d’Edgard Morin, j’ai exploré théoriquement et pratiquement l’espace des illusions entre le réel et le virtuel (IRV), afin d’identifier et de créer ces nouvelles formes artistiques émergeant de la synergie des relations entre le spectateur, l’œuvre et l’artiste. J’ai composé ma propre palette de création d’IRV, qui parcourt les trois frontières : celle entre le réel et le virtuel, celle entre le réel et l’illusion, et enfin celle entre le virtuel et l’illusion. Et j’ai clarifié ma démarche artistique émergeant de cette recherche : viser à l’exploration de nouvelles expériences d’illusions entre le réel et le virtuel, afin d’atteindre de plus grandes profondeurs d’illusion et de présence dans l’expérience proposée au spectateur. Je me rapproche alors de ce que je nomme la survirtualité, le virtuel étant un merveilleux moyen pour imaginer, rêver des mondes d’illusions imbriquées
Illusions surprise, amuse and amaze. If among the aesthetic intentions of the creator is the objective of raising questions in the spectator's mind about her own perception of everyday reality, then illusions can become an essential asset of artistic creation. Furthermore, we observe that the field of virtual and mixed reality, with its digital technologies of immersion and interaction, provides new possibilities to "transport" the spectator in unusual worlds, imagined by the artists. Thus, from my double interest in illusions and virtual and mixed reality, I was led to develop a research-creation on new artistic forms of illusion. Inspired from Edgard Morin's method of complexity, I theoretically and practically explored the space of illusions between the real and the virtual (IRV), to identify and create these new art forms emerging from the synergy of the relationship between the spectator, the artistic work and the artist. I composed my own palette for the creation of IRV, which covers the three borders: the one between the real and the virtual, the one between the virtual ant the illusion, and finally the one between the virtual and the illusion. I thus clarified my artistic approach emerging from this research: aiming at the development of experiments nesting several levels of illusions of reality, with the help of real and virtual apparatuses, and striving to explore illusions unique to the virtual, to achieve deeper illusion and presence in the experience offered to the spectator. I can then go closer to what I call the survirtuality, the virtual being a wonderful way to imagine, to dream worlds of nested illusions
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Leite, Marcelo Henrique. "Efeitos especiais digitais na imagem técnica: a desocultação da arte". Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/27/27161/tde-01062015-160814/.

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O objeto do estudo deste trabalho são as imagens de efeitos especiais digitais em computação gráfica (Computer Graphic Image - CGI) inseridas em narrativas cinematográficas da atualidade, principalmente a partir dos anos 1990, com a pluralidade de novas formas de viabiliza-lás baseadas em simulação e no contexto de uma sociedade em mutação nas formas de criação e reprodução técnica do audiovisual. A indagação proposta é identificar se os efeitos especiais simulados por CGI e as imagens decorrentes são apenas reconfiguração de velhas práticas e técnicas modernizadas tecnologicamente, ou estão neles embutidos novos modelos de compreensão do mundo na atualidade, se há um regime visual rearticulando o imaginário na pós-modernidade com nova relação entre representação e simulação. Essas articulações podem abrir espaços para se repensarem as relações atuais com as imagens digitais em um contexto entre a razão e a técnica, na óptica moderna, e o tempo presente e o prazer, na dimensão pós-moderna. O objetivo do presente estudo é estabelecer um diálogo com os efeitos especiais de segunda geração ou Digital Visual Effect (DVFx) para além de sua aplicabilidade prática somente como ferramenta para a linguagem narrativa em filmes mas desenvolver novas articulações entre o visível e o dizível, as possíveis visibilidades dos efeitos especiais como um novo regime visual na arte cinematográfica. O estudo avança para além de uma historicidade ao entender que as possibilidades trazidas pela tecnologia de computação gráfica (CG) produziram uma significativa renovação das possibilidades visuais no cinema contemporâneo, o que com certeza reflete e refletirá ainda mais na forma de consumo dos produtos audiovisuais produzidos a partir da ampliação do uso dessas tecnologias digitais e seu paralelo com estética, a arte e a cultura. A desocultação do processo criativo presente na técnica abre portas para a compreensão renovada do imaginário social e especialmente às formas de sua manifestação no campo das artes e da cultura. A metodologia empregada neste estudo será baseada em dados secundários desde livros e autores, pequenos trechos de filme, frames e até aplicações tecnológicas para demonstrar as configurações trazidas pelos efeitos especiais em computação gráfica (CG). * frames: é cada um dos quadros ou imagem fixa de um produto audiovisual.
The object of study are the images of digital special effects in computer graphics (Computer Graphic Image - CGI) inserted in film narratives of today, mainly from the 1990s, with the plurality of new ways to make them viable based on simulation and in the context of a changing society in ways of creating and technical audiovisual playback. The proposed inquiry is to identify whether the special effects simulated by CGI and the resulting images are just rewriting practices and old techniques technologically upgraded, or are embedded in them new models of understanding the world today, if there is a visual scheme rearticulating the imaginary postmodern with new relationship between representation and simulation. These joints can open spaces to rethink the current relations with the digital images in a context between reason and the technique in modern optics, and the present time and pleasure, in the postmodern dimension. The aim of this study is to establish a dialogue with the special effects of second generation or Digital Visual Effect (DVFx) in addition to its practical applicability only as a tool for narrative language in movies but develop new links between the visible and the speakable, the possible visibility of special effects as a new visual regime in cinematic art.). The study goes beyond a historicity to understand that the opportunities brought about by computer graphics technology (CG) produced a significant renewal of visual possibilities in contemporary cinema, which certainly reflects and further reflected in the form of consumption of the produced audiovisual products from the expanded use of these digital technologies and its parallel with aesthetics, art and cultura.A unblinding of the creative process in this technique opens the door to a renewed understanding of the social imaginary and especially the forms of its manifestation in the arts and culture. The methodology used in this study is based on secondary data from books and authors, small snippets of film, frames and even technological applications to demonstrate the settings brought by special effects in computer graphics (CG). * Frames: is each of the frames or still image of an audiovisual product.
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Cunha, Ana Carolina da. ""Estética relacional na cibercultura": visão social dos coletivos Superflex e De Geuzen a respeito da linguagem digital". Pontifícia Universidade Católica de São Paulo, 2009. https://tede2.pucsp.br/handle/handle/5212.

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This research has as main objective the analysis of projects 2 and Karlskrona Superchannel of collective Superflex, Denmark, and projects Frivolity and Folly and Fripperies and Trimmings, of the group De Geuzen, the Netherlands, in the light of the theory of relational aesthetics of Nicolas Bourriaud. From the 1990s, Bourriaud set the parameters for contemporary artistic production that is based on and is embodied from social exchanges. Given this theoretical framework, the relevance of the research lies in the fact that focus on productions that use digital cyberspace and language as means of dissemination and transmission of artistic proposals - language and tools then viewed with reservation by Bourriaud. The problem of research, ultimately theoretical, lies precisely in this tension between the internal relational aesthetics of the French philosopher and the chosen corpus. Established relational groups, such as De Geuzen and Superflex, advocate the use of technological devices and declare that, in some art propositions, technology and the Internet facilitate and potentialize objectives of social exchange. Both groups focus more on the network relations provided by the Internet than the technology it encloses. They both make use of the digital language as relational/communicational tools. Thus, it is clear that, unlike what Bourriaud thought, it is not the fact that these groups use the technology that they lose their relational character. For the demonstration of this reflexive perspective, this work has considered alongside the research, the theories of Lemos, Lovejoy, Lévy, Trivinho, Virilio and Baudrillard on cyberculture, and the reflections of Musso, Parente, Prado, and Miltrop Latour, among others, on the networks. The theory of society as a network, designed by Castells and for which contributed Mafessoli, had significant importance in this research. Other important findings were made by direct research on the groups websites and through personal analysis of their works and access to documents submitted by them in symposia and electronic publications. In addition to the corpus of the study, art expressions that use technology and social exchange, as the foundation of production, were also presented, such as the propositions of tactical media and locative media as well as experiments in social networks
A presente pesquisa tem como principal objetivo a análise dos projetos Karlskrona 2 e Superchannel, do coletivo Superflex, da Dinamarca, e os projetos Frivolity and Folly e Fripperies and Trimmings, do grupo De Geuzen, da Holanda, à luz da teoria da estética relacional de Nicolas Bourriaud. A partir dos anos 1990, Bourriaud estabeleceu parâmetros para a produção artística contemporânea que se calcava nas e se corporificava a partir das trocas sociais. Dado esse referencial teórico, a relevância da pesquisa reside no fato de centrar-se em produções que utilizam o ciberespaço e a linguagem digital como meios de divulgação e transmissão de propostas artísticas ferramentas e linguagem até então vistas com ressalva por Bourriaud. O problema da pesquisa, teórico em última análise, reside justamente nessa tensão interna entre a estética relacional do filósofo francês e o corpus escolhido. Grupos relacionais consagrados, como o De Geuzen e o Superflex, defendem o uso dos aparatos tecnológicos e declaram que, em algumas propostas artísticas, a tecnologia e a internet facilitam e potencializam objetivos de intercâmbio social. Ambos os grupos focam mais as relações em rede que a internet proporciona do que as tecnologias que ela encerra. Utilizam as linguagens digitais como ferramentas relacional-comunicacionais. Dessa forma, fica claro que, diferentemente do que pensava Bourriaud, não é pelo fato de esses grupos utilizarem a tecnologia que eles perdem o seu caráter relacional. Para a demonstração dessa perspectiva reflexiva, foram consideradas, durante a pesquisa, as teorias de Lemos, Lovejoy, Lévy, Trivinho, Virílio e Baudrillard sobre a cibercultura, bem como as reflexões de Musso, Parente, Prado, Latour e Miltrop, entre outros, a respeito das redes. A teoria da sociedade em rede, concebida por Castells e para a qual contribuiu Mafessoli, teve importância relevante no trabalho. Outras constatações importantes foram realizadas mediante pesquisa direta em páginas eletrônicas dos grupos, bem como por meio de análise pessoal das obras e de acesso a documentos apresentados pelos grupos em simpósios e publicações eletrônicas. Em complementação ao corpus do estudo, manifestações artísticas que utilizam, como base fundamental de produção, a tecnologia e as trocas sociais também foram apresentadas, como, por exemplo, as propostas de mídia tática e mídia locativa e as experimentações em redes sociais
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30

López, Gabrielidis Alejandra. "Datificación e Individuación. Estudio sobre la corporalidad digital en prácticas artísticas contemporáneas". Doctoral thesis, Universitat de Barcelona, 2020. http://hdl.handle.net/10803/669634.

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Esta tesis es un intento de repensar la corporalidad de la subjetividad contemporánea a partir de la relación cada vez más íntima que establecemos con los datos y los objetos digitales. A partir de la noción de individuación de Gibert Simondon y su metodología ontogenética se postula la posibilidad de la aparición de un segundo cuerpo digital. Hemos profundizado el lazo y las tensiones que existen entre el cuerpo somático y el cuerpo digital a partir de distintas prácticas y piezas artísticas.
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31

Younes, Elhem. "Poïétique de l’indiscernable : approche esthétique de la perception dans les environnements virtuels et oniriques". Electronic Thesis or Diss., Paris 8, 2017. http://www.theses.fr/2017PA080017.

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Poïétique de l’indiscernable est une approche esthétique des modalités perceptives et imageantes déployées dans la relation aux environnements virtuels et oniriques. Elle désigne dans notre recherche-création, un état de conscience singulier et l’ensemble des qualités esthétiques d’une image. L’analyse détaillée des phénomènes du rêve, de l’hallucination, de l’imagination ainsi que des illusions perceptives, fondée sur une étude transdisciplinaire alliant science et phénoménologie, révèle les différents régimes de mise en jeu d’une conscience immersive et d’un sentiment de présence dans leur rapport causal à l’esthétique de l’indiscernable propre aux images oniriques. Le rêve, pris comme modèle de référence pour la mise en place d’une expérience onirique, nous a permis d’apprécier les conditions nécessaires et suffisantes à l’instauration d’un état d’indiscernabilité qu’il fallait compléter par les théories cybernétiques spécialisées en la matière. A partir de cette étape d’investigation les enjeux pratiques liés à notre démarche artistique se sont articulés. Ils concernent le processus même de génération d’un ensemble d’images numériques animées et d’une matière virtuelle destinée à une expérience interactive en temps réel et les dispositifs de mise en relation des spectateurs avec ces dernières. L’esthétique de l’indiscernable doit être le résultat d’une poïétique de l’indiscernable basée sur le principe de conversion créative caractéristique des phénomènes oniriques étudiés. Les images générées doivent éveiller l’imaginaire grâce à la structure intrinsèque et extrinsèque, instaurer une poïétique du regard et donner à vivre un état d’indiscernabilité
Poietics of the indiscernible is an aesthetic approach to perceptual and imaginary modalities deployed in relationship to virtual and oneiric environments. In our research-creation, it designates a singular state of consciousness and a set of aesthetic qualities of an image. A detailed analysis of dreaming, hallucination, imagination and perceptual illusions phenomena based on a transdisciplinary research linking science and phenomenology, reveals different challenging regimes putting at stake both an immersive consciousness and a sense of presence in their causal link to the aesthetic of the indiscernible proper to oneiric images. Dreaming, taken as a model reference for the establishment of an oneiric experience, allowed us to assess the necessary and sufficient conditions for triggering a state of indiscernibility that had to be completed by cybernetic theories specialized in this matter. From this investigation step practical issues related to our artistic approach have been hinged. The latter deals with the creation process of a range of digital animations and a virtual matter intended for a real time interactive experience, and the apparatus for putting spectators through them. The aesthetic of the indiscernible must be the result of Poietics of the indiscernible based on creative conversion, which is the essential principle of the studied oneiric phenomena. The computer-generated images have to awaken one’s imaginary by means of the intrinsic and extrinsic structures, establish a Poietic of gaze and eventually give rise to a state of indiscernibility
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32

Skåreus, Eva. "Digitala speglar : föreställningar om lärarrollen och kön i lärarstudenters bilder". Doctoral thesis, Umeå universitet, Institutionen för estetiska ämnen, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1328.

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Syftet med avhandlingen är att undersöka visualiserade föreställningar om bildläraryrket vid Lärarutbildningen genom att analysera hur bildlärarstudenter i digital bild gestaltar sig som lärare, samt betydelser av kön i dessa bilder. Bilderna har analyserats diskursivt för att söka svar på frågorna: Vad är det i lärarrollen som kommer till uttryck i dessa bilder? Vilka betydelser av kön visualiseras? Vilka visuella grepp har bildmakarna använt? Hur kan man förstå de val studenterna gjort? Det empiriska materialet består av femtionio bilder, gjorda av fyrtiofem kvinnor och fjorton män. Bilderna producerades av bildlärarstudenter vid Institutionen för estetiska ämnen, Lärarutbildningen, Umeå universitet under en kurs i digital bildbehandling under åren 2000–2002. Samtliga har gett sitt godkännande att delta i studien. Avhandlingen består av två metodologiska linjer som båda bygger på bilder, dels bildskapande som pedagogisk metod, dels bildanalys som vetenskaplig metod. Bildskapande som pedagogisk metod baserar sig till stor del på den engelska fotografen Jo Spence arbeten. Bilderna antas då utgöra en arena för reflektioner kring och problematisering av yrkesrollen samt att de gestaltar föreställningar, förgivettaganden och förväntade erfarenheter inför läraryrket. I bildanalyserna har de individuella gestaltningarna betraktats som en repertoar av möjliga positioner vid lärarutbildningen som studenterna kan representera sig i. Bilderna har därför analyserats som utsagor inom den kontexten. I tolkningar har sedan en kombination av genusteorier, semiotiska och sociokulturella teorier använts. Collaget och montaget har övervägande utgjort bildernas tekniska grund och i de skapade bildrummen förekommer flertalet gestaltande grepp som intertextuella referenser till genrer inom konstvärlden och populärkulturen, allt från kanoniserade konstverk till filmer, fantasy och reklam, multipla jag, värdeperspektiv, primär- och sekundärbilder och att man satt samman olika bildkvaliteter och därmed skapat olika fiktionsgrader i bildrummen. Bilderna har delats upp i två kategorier. ”Professionen i centrum för uppdraget” gestaltar en lärare tillsammans med andra människor i en social situation vilken refererar till en yrkestradition. ”Personligheten i centrum för uppdraget” lyfter fram den gestaltades personlighet eller att andra aspekter kan rymmas i lärarrollen. Här visualiseras ideala figurer, motstånd och en intimisering av skolans praktik. För samtliga bilder finns ett genomgående tema, att skriva in lärargestalten i ämnet bild eller konst- och populärkulturen. Ämnestillhörigheten framstår som en central föreställning om legitimitet och auktoritet. När personligheten är i centrum för läraruppdraget, brukas i högre grad stereotypa gestaltningar. När läraruppdraget är i centrum gestaltas det som en social gruppaktivitet för männen medan kvinnorna gestaltar uppdraget som en individuell uppgift vilket framstår som olika föreställningar om hur femininitet respektive maskulinitet konstrueras i lärarpraktiker. Även reflexivitet eller ett prövande förhållningssätt till praktiken förekommer i högre grad i kvinnornas bilder vilket även tolkas som en förväntad feminin hållning. Kvinnors kroppar representeras inte i lika hög grad som mäns kroppar när uppdraget är i centrum. Här kan en samhällelig diskurs kring sexualiserade bilder vara verksam, men även representationer av makt- eller legitimitet.
The aim of the thesis is to examine visualized conceptions about the profession of art teachers in the Art Teacher Education Programme. This is accomplished through analysing how art teacher students represent themselves as teachers in digital images and recognize the impact of gender. The pictures are analysed discursively in order to search for the answers to the following questions: What in the teacher’s role is expressed in these pictures? What kinds of figures or representations are chosen? How can these choices be understood? What visual devices are used? The empirical material of the thesis is based on a selection of pictures made by art teacher students during a course in Computer graphics/Digital Image Processing at the Department of Creative Studies in Teacher Education, Umeå University, between the years 2000-2002. There are fifty-nine pictures made by forty-five women and fourteen men. Each student has accepted the conditions of participation in the study. The images may be assumed to give shape to ideas, things taken for granted and expected experiences; and subsequently constitute an arena for problemizing of and reflection on the professional role. The thesis contains two methodological lines that include images, art making as a pedagogical method and analysis as a scientific method. Art making as a pedagogical method is based to a large extent on the work of Jo Spence, an English photographer. Rhetoric, the referentiality of the pictures and their intertextuality in combination with gender theoretical tools formed the basis of image analysis as a scientific method. A combination of gender theories and semiotic and sociocultural theories was then used in the interpretations. Collage and montage largely made up the technical basis of the images, and in the created pictorial spaces most rhetorical devices occurred as intertextual references to genres in the world of art and popular culture, from canonized works of art to films, fantasy and commercial advertising, multiple egos, value perspectives, primary and secondary images, and combinations of different image qualities resulting in the creation of different degrees of fiction in the pictorial spaces. The pictures were divided into two categories. “The profession at the centre of the assignment” depicts a teacher together with other people in a social situation, which refers to a professional tradition. “The personality at the centre of the assignment” emphasizes the depicted individual’s personality or that other cultures can be included in the teacher’s role. What are visualized here are ideal figures, resistance and intimization of the practice of schools. In all the images there is an all-pervading theme, namely to engrave the teacher’s persona in the subject of art or the art and popular culture. The attachment to the subject appears as a central conception of legitimacy and authority. When the personality is at the centre of the teaching assignment, stereotypical representations are used to a higher degree. When the teaching assignment is at the centre, it is depicted as a social group activity for the men, while the women depict the assignment as an individual task, which appears as if different conceptions of femininity and masculinity are constructed in teaching practices. Reflexivity or a searching attitude to the practice also occurs to a higher degree in the women’s images, which in turn is also interpreted as an expected feminine attitude. Women’s bodies are not represented to the same high extent as men’s bodies when the assignment is at the centre. A general discourse on sexualized images may be at work here, but also representations of power or legitimacy.
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33

Cubitt, Sean. "Digital aesthetics". Thesis, Liverpool John Moores University, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.402843.

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34

Pedroso, Anderson Antonio. "Vilém flusser : de la philosophie de la photographie à l’univers des images techniques". Thesis, Sorbonne université, 2020. http://www.theses.fr/2020SORUL103.

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La pensée de Vilém Flusser (1920-1991) a donné lieu à une abondante bibliographie critique sur ses apports en matière de communication, où son pari d’une « nouvelle imagination » fait tenir ensemble l’art, la science et la technologie, sous l’égide de sa philosophie de la photographie. L’archéologie de sa pensée, proposée ici, a été construite en tenant compte de l’ancrage disciplinaire de ses travaux dans les théories de la communication et des médias : elle s’est intéressée à la notion de l’art que Flusser développe au cours de son parcours, afin de saisir le déploiement de cette dimension artistique, son statut et ses contours, aussi bien que sa portée. La notion d’art chez Flusser est indissociablement liée à l’histoire : l’expérience traumatisante de l’exil est devenue centrale dans sa pensée critique de tout totalitarisme. L’ensemble de pratiques et de savoirs qui fondent son rapport au monde et qui informent sur l’élaboration de sa pensée sont travaillés par une Kulturgeschichte, vue depuis la perspective d’une « post-histoire ». Mais il y a en particulier une pensée du jeu, ludique, où l’objectif est moins de jouer à l’intérieur des règles établies que de déjouer les règles, de « jouer pour changer le jeu ». Autrement dit, il s’agit d’une pensée radicalement dialogique et polyphonique, dont la Kommunikologie, façonnée comme métathéorie, représente l’essor de Flusser. Sa trajectoire historique et les savoirs qui lui sont associés contribuent à la construction d’une pensée cybernétique qui projette les lignes fondamentales d’une Kunstwissenschaft, dans laquelle il propose une sorte d’iconoclasme sans renoncer aux images
The thought of Vilém Flusser (1920-1991) has given rise to an abundant critical bibliography on his contributions in the field of communication, where his wager on a "new imagination" brings together art, science and technology, under the aegis of his philosophy of photography. The archaeology of his thought, proposed here, is constructed alongside this disciplinary underpinning of his work in the theories of communication and media: it involves the notion of art that Flusser developed during his career, in order to grasp the deployment of this artistic dimension, its status and its contours, in his thought. Flusser's notion of art is inseparably linked to history: the traumatic experience of exile becames central in his critical thinking regarding all totalitarianism. The practices and knowledge that underpin his relationship to the world and guide the development of his conception are worked on by a Kulturgeschichte, seen from the perspective of a "post-history". But there is, in particular, a playful thinking of the game, where the objective is less to play within the established rules than to thwart the rules, to "play to change the game". In other words, it is a radically dialogical and polyphonic way of thinking, whose Kommunikologie, shaped as metatheory, directs the development of Flusser's work. His historical trajectory and the knowledge associated with it contribute to the construction of a cybernetic way of thinking that sketches the fundamental lines of a Kunstwissenschaft, in which he proposes a kind of iconoclasm without giving up images
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35

Simmons, Kathryn Elizabeth. "Reveal". Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1619778070373745.

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36

Asikainen, Henna Maaria. "Art, nature and environmental aesthetics". Thesis, Northumbria University, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.410378.

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37

Lindley, Anne Hollinger. "Relating to relational aesthetics". Pomona College, 2009. http://ccdl.libraries.claremont.edu/u?/stc,74.

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This thesis will examine the practice of relational aesthetics as it involves the viewer, as well as the way in which it plays out within and outside of the institutional setting of the museum. I will focus primarily on two unique projects: that of The Machine Project Field Guide at Los Angeles County Museum of Art on November 15, 2008, produced by Machine Project, a social project operated out of a storefront gallery in Echo Park; and David Michalek's Slow Dancing at the Lincoln Center Festival in New York City, July 12-29 2007.
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38

Mukdamanee, Vichaya. "(De)contextualising Buddhist aesthetics". Thesis, University of Oxford, 2016. https://ora.ox.ac.uk/objects/uuid:ee1e2b7f-1c97-40ec-be69-160a3a35cf03.

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'(De)contextualising Buddhist Aesthetics' is a practice-led artistic research project focusing on the interchanging transition between Buddhist and artistic practices. Essentially inspired by the concept of vipassana meditation, I created a series of performances involving repetitive actions centring on the tasks of re-arranging readymade objects into multiple precarious configurations. Many exercises challenge the laws of gravity and other physical limitations of objects, as well as encouraging the learning experience through the process of trial and error. During the course of mindful observation of the performing body and objects, the mental state gradually gains moments of stillness and silence, which approach the meaning of emptiness (suññata) in Buddhism. Repeated failures generate intermittent feelings of exhaustion and disappointment, which naturally become part of the progress, and can be personally used to develop insight into the notions of impermanence and the non-self derived from dhamma (Buddhist teachings). The video and photography documentations were edited and altered to generate a visual experience that echoes my thoughts and feelings developed during the proceedings; these moving images later inspired other series of hand-made artworks, including collages, drawings and paintings on paper and canvas, exhibited as part of the installations. Various techniques were applied so these objective components resonate a comparative experience of uncontrollability and controllability: dynamic and stillness, fast pace and slow rhythm, abstract and representation. Some two-dimensional pieces are transformed to three-dimensional and their displays keep changing from location to location, and from time to time, in conjunction with an unstable state of the mind. All artworks were created in various formats and interrelate and inform each other. They act together as evidence of the endless journey of artistic learning, which also mirrors the concept of self-learning in Buddhist meditation.
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39

Moore, Gregory. "Art and action : exploring postmodern aesthetics". Honors in the Major Thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1456.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Sciences
Political Science
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40

Glasser, Susan. "Playing with Aesthetics in Art Museums". VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/196.

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"Playing with Aesthetics in Art Museums" presents a strategy for using design thinking to mediate engrossing art experiences for adult museum visitors. Built upon a substantiated family resemblance between art and play experiences, the study synthesizes a typology of aesthetic theories, ten germane tenets of game design, and a psychographic portrait of the "archetypal" museum visitor to create a practical framework for delivering engrossing art experiences to adult visitors who typically enter museums with limited art historical knowledge. The interdisciplinary approach used is intended to replace the singular methodologies (whether art historical, pedagogical or aesthetic) that have informed museum practice in the United States since the late nineteenth century.
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41

Björck, Catrine. ""Klicka där!" : En studie om bildundervisning med datorer". Doctoral thesis, Stockholms universitet, Institutionen för etnologi, religionshistoria och genusvetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-101997.

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The aim of this thesis is to study the teacher’s role when pupils are using computers to create their art work. Working with computers raises new questions for teachers and pupils. Working with digital technology requires teachers to develop new pedagogical, educational and classroom-oriented strategies. The aim of the study is therefore to investigate these strategies and what kinds of challenges and questions arise from them. I investigate how teachers at the senior level of compulsory school conduct education and learning in teaching situations when digital visual work is in focus.  The theory I use is Discourse Psychology combined with Bakhtin’s theory of dialogue and learning.  The Discourse Psychology approach stresses context and the idea that people construct knowledge of the world in dialogue with others. The concept of interaction is used in the study and includes how teacher and pupil interact with the use of verbal language and gestures, where the computer also can be an actor. The method consists of interviews and observation, documentation using a small video camera attached to the teacher as well as by taking notes in the classroom. When digital technology is a part of education, teachers need to have good understanding not only of handling the technology but also deciding in what way they would like to use and work with computers in education. The research contributes to an understanding of art education with computers and the conditions in school when working with digital technology.
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42

Berrios, Ruben Ernesto. "Nietzsche's aesthetics". Thesis, University of Southampton, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.327365.

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43

Buchanan, D. A. "Aesthetics, art and Utopia : the philosophical significance of the discourse of aesthetics". Thesis, University of Reading, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.296698.

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44

Ament, Elizabeth. "Implications of feminist aesthetics for art education /". The Ohio State University, 1995. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487862972135583.

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45

La, Follette Tavia. "Sites of Passage: Art as Action in Egypt and the US-- Creating an Autoethnography Through Performance Writing, Revolution, and Social Practice". Antioch University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1365450771.

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46

朱翹瑋 e Kiu-wai Chu. "Constructing ruins: new urban aesthetics in Chinese art and cinema". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B43209609.

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47

Chu, Kiu-wai. "Constructing ruins new urban aesthetics in Chinese art and cinema /". Click to view the E-thesis via HKUTO, 2009. http://sunzi.lib.hku.hk/hkuto/record/B43209609.

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48

Edvalson, Eric John. "Cozy Mart: Convenient Aesthetics". BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/6207.

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Convenience stores in their various forms are not only commercial outlets of foodstuffs and sundry items but are also experiential in nature; the act of going to a convenience store is a culturally shared experience. In homage to these spaces, Cozy Mart is a public art installation and performance which recreates this shared experience in an idealized form. Based on do-it-yourself culture, appropriation of public space, and artistic traditions of sculpture and printmaking, Cozy Mart invites interaction with art outside of the traditional gallery space and capitalizes on alternative methods of art distribution.
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49

Fokt, Simon. "Defining art culturally : modern theories of art : a synthesis". Thesis, University of St Andrews, 2013. http://hdl.handle.net/10023/3675.

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Numerous theories have attempted to overcome the anti-essentialist scepticism about the possibility of defining art. While significant advances have been made in this field, it seems that most modern definitions fail to successfully address the issue of the ever-changing nature of art raised by Morris Weitz, and rarely even attempt to provide an account which would be valid in more than just the modern Western context. This thesis looks at the most successful definitions currently defended, determines their strengths and weaknesses, and offers a new, cultural definition which can preserve the good elements of other theories, solve or avoid their problems, and have a scope wide enough to account for art of different times and cultures. The resulting theory is a synthetic one in that it preserves the essential institutionalism of Dickie's institutional views, is inspired by the historical and functional determination of artistic phenomena present in Levinson's historicism and Beardsley's functionalism, and presents the reasons for something becoming art in a disjunctive form of Gaut's cluster account. Its strengths lie in the ability to account for the changing art-status of objects in various cultures and at various times, providing an explanation of not only what is or was art, but also how and why the concept 'art' changes historically and differs between cultures, and successfully balancing between the over-generalisations of ahistorical and universalist views, and the uninformativeness of relativism. More broadly, the cultural theory stresses the importance of treating art as a historical phenomenon embedded in particular social and cultural settings, and encourages cooperation with other disciplines such as anthropology and history of art.
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50

Weis, Kristin K. "Art as Negation: A Defense of Conceptual Art as Art". Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1461602608.

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